A few extra notes: 1- Double and triple check your unit scale in advance, early on. Just do a test import on the first model you make. Don't want to import 300 models and find out they're 10 or 100 times intended scale in the engine only at the end. 2- Use empties for items made of multiple components. This isn't something I'd bother with in a typical blend file, but with large packs, being able to rescale many meshes at once and not having to worry about origins in doing so can be very helpful. 3- Don't texture in advance unless you are not baking or painting any additional details. Just assign a color to each face until the scene becomes more populated. This helps you get a better sense of color relationships between the objects without wasting time. 4- Store the blend file as part of an asset library. If youre going to make this many assets, may as well make them easily transferrable to other projects in the process.
I thought this video was gonna be some BS about suggesting making some assets and not other assets. It left me pleasantly surprised, because these were actually useful tips I wouldn't think about at first.
Can you make a separate video about the planning stage of such asset packs? As you mentioned, the creation process itself is quite clear. But the main problem is to think about what should be included in the set of asset packs at all. And also come up with exactly which models should be unique and which modular. If the object should be modular, how exactly to think through this modularity to get maximum diversity with a minimum number of objects to model?
You're one of those creators Grant that makes me wonder what we did to deserve your generosity. This channel feels like a never-ending gold mine. Thank you.
Good advice to find right now. I've been making a dungeons and castles pack (no characters or nature), going for something that is somewhat stylized without going for the angular lowpoly style and also usable out of the box with a certain editor tool (Modular Build System asset) that uses vertex colors as IDs for snapping the walls together.
Grant thank you so much for your videos. 90% of what I've learned about blender has been from you. I do have one particular struggle though. I can't seem to figure out color. I've studied color theory, and watched other people, but it's just not clicking. Could you possibly make a video describing how you pick colors?
Nice video! one more tip from me to the viewers would be the file structure. Especially if you are working with textures. You don't wanna end up having pink missing textures everywhere like me some time ago 😅
Good looking pack! Especially the characters (I like the druid!). Two notes though: - single sided objects are valid for asset packs and (depending on target platform) might be even necessary to reduce triangles. - majority of asset pack come with characters at least rigged. For example, this is a requirement if you want to publish a character on UE Marketplace. It's also required by Unity according to submission guidelines, but they seem to not enforce it as strictly. Also, please rethink your pricing/marketing strategy. Saying "$425" off is dishonest. No similar asset pack comes even close to this price. As a fellow asset publisher I urge you: please don't make "udemy" pricing model a thing for assets.
me and my brother are making a game right now. Neither of us have any experience and this is the exact art style id like. Do you have tutorials on how to make things like this in blender?
feedback: 1. i prefer buying assets from the unity asset store cuz of the ease of using the package manager. 2. from the promo video, the asset is similar but not better than that of Synty Studios. and i've got tons of Synty Studios assets from years of collecting....so its kinda duplicated...maybe the asset is good for other student from your courses but not me. 3. However, I would like to see the course/YT videos of the process of making this asset pack. Maybe i could still learn a thing or two from the process. anyway, good work~ keep it up~
The mega bundle is a brilliant collection of assets. I'm wondering if you have any courses on how to make the modular kit, the characters, vegetation and buildings? Would love to learn the style in full!
@@grabbitt thanks for the quick and informative reply, Grant. Big fan of your courses and work. I'll find your low poly course offerings and go from there. Cheers!
Looks good! A little too low poly for my personal tastes, but that's just me. One of my biggest gripes with asset packs having characters is that they're often very "hard coded" so to speak... if you're a beginner developer with little to no art/3d modeling experience, trying to customize them is just as hard, if not harder, as creating from scratch. I bought a few of Synty's low poly packs when they were on sale and ended up not using any of them because I couldn't figure out how to. I couldn't even figure out how to change the solid color of a robot character as it seemed like they were using a single sprite to contain all the textures for the pack. Maybe one day, when I gain more experience working with 3D modeling and rigging tools, I'll find a project to use them in. 🤔 Game dev is a difficult field to get into because there's so many areas for a single person to tackle. You almost have to become a generalist before you can go deep on anything one area. I often get stuck for hours, if not days, on the most basic of things and sink myself into tutorial hell trying to find solutions to move forward without starting over. 😕
Looking at your castle wall, it looks like you’ve placed the origin on one end of the wall, rather than in the centre. Am I correct in assuming that’s the best place for larger modular parts, like walls?
Hi Grant , this is some great initiative and the pack does looks good however I do have what to say about the style : The style looks close to that of Synty studios style yet more cartoony because of some of the distorted shapes on the towers , for better or worse, I would prefer something more realistically proportioned. And you know I bet some developers have that synty pack and would think its be nice to use this pack in combination with that (Also because yours have more ready-made building assets and better value) , yet the styles don't mix out of the box because of the cartoony aspect which sort of limits the style of game I would use these in. For example If I wanted to make some low poly Assassin's Creed or Thief style games I wouldn't use something with cartoon proportions so I'd need to spend time to try to "Unstylize" the assets more or just go for a different pack. Anyways this is of course just my opinion , I'm sure that some developers don't care and just want their iOS game to look good and this pack might help them to do that.
Hi, i love your work and teaching style :D u r awesome :3 i was wondering can you make a video about how to model a full house (or a building, like a house a flat or a castle :q) 'INSIDE AND OUT'? i've searched a lot of videos but almost none of them has showed how to model it :/ i was hoping you can teach us :))
Hello Grant! I wanted to ask, the objects are joined or they are consisted of different parts? for example a house (or a tree etc..) is 1 object or has loose parts? thank you!☺️
Couldn't the overlapping like in the castle cause Z-fighting? Any time I've made a level in Unreal engine I've found it best to butt meshes and assets up to each other or it causes weird issues. Have you found anything like this making that castle?
Great video as always !!! Could you also make a video on how to get a job or the attention of employers wihtouth a certificate, just with the slefthought wxperience ?
@@grabbitt That may be the case, but you could easily compete with most of the other publishers there. And there's always the option that you let someone else publish your assets if you don't want to do it yourself ;-)
I like the tips, but dislike the "everything-flat-shaded-style". I mean is not ugly but now I want assets with more PBR materials. This way you get more variety in the materials like metal, concrete, plastic,.....
A few extra notes:
1- Double and triple check your unit scale in advance, early on. Just do a test import on the first model you make. Don't want to import 300 models and find out they're 10 or 100 times intended scale in the engine only at the end.
2- Use empties for items made of multiple components. This isn't something I'd bother with in a typical blend file, but with large packs, being able to rescale many meshes at once and not having to worry about origins in doing so can be very helpful.
3- Don't texture in advance unless you are not baking or painting any additional details. Just assign a color to each face until the scene becomes more populated. This helps you get a better sense of color relationships between the objects without wasting time.
4- Store the blend file as part of an asset library. If youre going to make this many assets, may as well make them easily transferrable to other projects in the process.
Suggestion about tip 6: keep always Face orientation ON and change the blue color to white and/or transparent in themes > 3D viewport
I thought this video was gonna be some BS about suggesting making some assets and not other assets. It left me pleasantly surprised, because these were actually useful tips I wouldn't think about at first.
thanks :)
Not only your work looks so nice but you're also a great teacher ❤
I agree!!!!!
He is great 💙
His shrinkwrap modifier for the elephant armor making was the only tutorial that worked for me. Everyone always skipped a step.
I'm working on 2 low poly asset packs (chatacters and furnitures) and your tips are a life saver! Tanks a lot!
Can you make a separate video about the planning stage of such asset packs? As you mentioned, the creation process itself is quite clear. But the main problem is to think about what should be included in the set of asset packs at all. And also come up with exactly which models should be unique and which modular. If the object should be modular, how exactly to think through this modularity to get maximum diversity with a minimum number of objects to model?
Would love a tutorial series about making a modular set for a scene or a pack like this one. :)
Yess!
Sometimes overlapping doesn't only saves time, but it looks very lovely. The Castle is greate
this is the pack that inspired me to start modeling my own for my game
You're one of those creators Grant that makes me wonder what we did to deserve your generosity. This channel feels like a never-ending gold mine. Thank you.
Thanks
Good advice to find right now. I've been making a dungeons and castles pack (no characters or nature), going for something that is somewhat stylized without going for the angular lowpoly style and also usable out of the box with a certain editor tool (Modular Build System asset) that uses vertex colors as IDs for snapping the walls together.
really love your art style and your videos! thanks for keeping your great work
Very useful tips, thank you! 👌
Grant thank you so much for your videos. 90% of what I've learned about blender has been from you. I do have one particular struggle though. I can't seem to figure out color. I've studied color theory, and watched other people, but it's just not clicking. Could you possibly make a video describing how you pick colors?
Grant, this is beautiful project, congratulations, please make tutorials on this!
Keep in mind double sided materials are more perfomant than solidifying. But only where it makes sense...for example flower petals.
What a fancy looking modular pack. Great work mate 🤴
Not only have I found a blender instructor, but I've also found a fitness coach! 💪
Nice video! one more tip from me to the viewers would be the file structure. Especially if you are working with textures. You don't wanna end up having pink missing textures everywhere like me some time ago 😅
Indeed
Good looking pack! Especially the characters (I like the druid!).
Two notes though:
- single sided objects are valid for asset packs and (depending on target platform) might be even necessary to reduce triangles.
- majority of asset pack come with characters at least rigged. For example, this is a requirement if you want to publish a character on UE Marketplace. It's also required by Unity according to submission guidelines, but they seem to not enforce it as strictly.
Also, please rethink your pricing/marketing strategy. Saying "$425" off is dishonest. No similar asset pack comes even close to this price. As a fellow asset publisher I urge you: please don't make "udemy" pricing model a thing for assets.
Thank you so much 😊
❤❤❤
me and my brother are making a game right now. Neither of us have any experience and this is the exact art style id like. Do you have tutorials on how to make things like this in blender?
Check the channel playlists, he has whole series to get you started on low poly art
I was watching this guy 4 years ago and he is cool teacher
Grate style liked the colors ❤
Wow that's an amazing pack must have been a pretty amazing team! 🏰
it was pretty much all me but still😂
Wow Grant for all this work the price of asset is really an awesome great surprise. As always masterpiece work and as well for the tips too.
Thanks
Amazing game assets and style
feedback:
1. i prefer buying assets from the unity asset store cuz of the ease of using the package manager.
2. from the promo video, the asset is similar but not better than that of Synty Studios. and i've got tons of Synty Studios
assets from years of collecting....so its kinda duplicated...maybe the asset is good for other student from your courses but not me.
3. However, I would like to see the course/YT videos of the process of making this asset pack. Maybe i could still learn a thing or two from the process.
anyway, good work~ keep it up~
Thanks
The mega bundle is a brilliant collection of assets. I'm wondering if you have any courses on how to make the modular kit, the characters, vegetation and buildings? Would love to learn the style in full!
Not specifically, I have a few videos on making some of these things, but my low poly courses have most details
@@grabbitt thanks for the quick and informative reply, Grant. Big fan of your courses and work. I'll find your low poly course offerings and go from there. Cheers!
You've greately improved.
Looks good! A little too low poly for my personal tastes, but that's just me. One of my biggest gripes with asset packs having characters is that they're often very "hard coded" so to speak... if you're a beginner developer with little to no art/3d modeling experience, trying to customize them is just as hard, if not harder, as creating from scratch. I bought a few of Synty's low poly packs when they were on sale and ended up not using any of them because I couldn't figure out how to. I couldn't even figure out how to change the solid color of a robot character as it seemed like they were using a single sprite to contain all the textures for the pack. Maybe one day, when I gain more experience working with 3D modeling and rigging tools, I'll find a project to use them in. 🤔
Game dev is a difficult field to get into because there's so many areas for a single person to tackle. You almost have to become a generalist before you can go deep on anything one area. I often get stuck for hours, if not days, on the most basic of things and sink myself into tutorial hell trying to find solutions to move forward without starting over. 😕
Useful points and feedback. Thanks
Cool style and game assets.
nice... am i allowed to use it in own projects for sale? or just private stuff?
Yes but double check the agreement but I'm pretty sure that's the caee
@@grabbitt thanks :)
Funny coincidence: I've just finished modular medieval house constructor for Unity Asset Store. :)
Looking at your castle wall, it looks like you’ve placed the origin on one end of the wall, rather than in the centre. Am I correct in assuming that’s the best place for larger modular parts, like walls?
Yes
@@grabbitt Thanks for confirming that
Hi Grant , this is some great initiative and the pack does looks good however I do have what to say about the style :
The style looks close to that of Synty studios style yet more cartoony because of some of the distorted shapes on the towers , for better or worse, I would prefer something more realistically proportioned. And you know I bet some developers have that synty pack and would think its be nice to use this pack in combination with that (Also because yours have more ready-made building assets and better value) , yet the styles don't mix out of the box because of the cartoony aspect which sort of limits the style of game I would use these in. For example If I wanted to make some low poly Assassin's Creed or Thief style games I wouldn't use something with cartoon proportions so I'd need to spend time to try to "Unstylize" the assets more or just go for a different pack.
Anyways this is of course just my opinion , I'm sure that some developers don't care and just want their iOS game to look good and this pack might help them to do that.
Thanks for the feedback
a modular character pack course will be great
Tome su Like buen señor.
Very cool, dig the lowpoly artstyle :)
Hi, i love your work and teaching style :D u r awesome :3
i was wondering can you make a video about how to model a full house (or a building, like a house a flat or a castle :q) 'INSIDE AND OUT'? i've searched a lot of videos but almost none of them has showed how to model it :/ i was hoping you can teach us :))
I'll give it some thought :)
Hello Grant! I wanted to ask, the objects are joined or they are consisted of different parts? for example a house (or a tree etc..) is 1 object or has loose parts? thank you!☺️
Both
Are these assets just PBR base colored? Or a pixel atlas textures? Thank you in advance!
Atlas
@grabbitt Thank you sir, it's a true pleasure watching your work.
Hi. Do i have to add charecters to my pack because i dont want to. Im an environment and props designer please answer 🙏
No you don't
Great video as always. But why it's just a blank screen starting from 7:19?
thanks i'll sort that out. My mistake on the render
Couldn't the overlapping like in the castle cause Z-fighting? Any time I've made a level in Unreal engine I've found it best to butt meshes and assets up to each other or it causes weird issues. Have you found anything like this making that castle?
as long as things aren't right on top of each other, so a face ontop of a face but fully overlapping is cool
@@grabbitt oh ok thanks Grant. I'll give it a go.
When making game assets like this, is there a tri/poly count you want to stick to? If its low poly or realistic?
we have a rough count yes but poly count is not as important as it used to be
@@grabbitt Apologise if you already went over this, but do you have a sizing that you do for game assets? Like buildings need to be 2m tall, etc?
@@HollowsDarkness I geberally give everything correct scale according to the characters size but it's whatever the game design needs
@@grabbittOkay thank you sir!
Great video as always !!! Could you also make a video on how to get a job or the attention of employers wihtouth a certificate, just with the slefthought wxperience ?
See my blog playlist
@@grabbitt Perfect, thanks a lot, and pls keep up with the tutorials I learned a lot from you in the last months 😂😂
The asset pack look beautiful. I hope you didn't forget to add "draw bridge" in it.
And one question - How do you manage to like on every comment?
I don't actually get as many comments as you might think 🙂
what does this style of art visual graphics in games called?
It's generally just called stylized. Which is not particularly helpful
I'm curious as to why you have decided not to sell this on the Unity Asset Store. Love your work, btw.
thanks. I'm not actually sure of the answer for this one as i was not in charge of that area. I'll look to find out :)
tnx 4 sharing, and i guess you look and sound like Arnold Schwarzenegger
Amazing share
Broo ♥️
Ginormius Asset Pack 😅
Hi - seem to be missing tips #2 and #3 in this video
they were part of tip 1 :) origins, snapping and the other one :)
Ha! Clearly I was not paying enough attention at the beginning.
I wasn't very clear in the video :)
And here I sit wondering why you don't put this on the Unity Asset Store?
ITs just awkward to get through the unity selling systems.
@@grabbitt That may be the case, but you could easily compete with most of the other publishers there. And there's always the option that you let someone else publish your assets if you don't want to do it yourself ;-)
Awesome tips! I wish there was a video like this one specific for character modeling though, in the exact same character style as the video 😅
I did some videos fairly recently on this
@@grabbitt awesome! I’ll check’em out. For this style do you recommend only box modeling or skin modifier can be a good option too?
@@viniguerrero I prefer box modelling
Bro .
I like the tips, but dislike the "everything-flat-shaded-style". I mean is not ugly but now I want assets with more PBR materials.
This way you get more variety in the materials like metal, concrete, plastic,.....